Server, method of controlling a server, and program

ABSTRACT

Provided are a server, a method of controlling a server, and a program that can increase the variations on methods for acquiring an item or the like and enhance interest in a game. Included are receiving, from a user, an item change request for changing first item data; displaying, to the user, a selection screen to display a plurality of options after receiving the item change request; and providing the user with second item data when a selected option on the selection screen is a correct answer.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority from U.S. patent application Ser. No.15/628,998, filed on Jun. 21, 2017, entitled “SERVER, METHOD OFCONTROLLING A SERVER, AND PROGRAM,” which claims priority from U.S.patent application Ser. No. 14/430,986, now U.S. Pat. No. 9,764,235,filed on Mar. 25, 2015, entitled “SERVER, METHOD OF CONTROLLING ASERVER, AND PROGRAM,” which is a national phase application ofInternational Patent Application No. PCT/JP2013/005534, filed on Sep.19, 2013, which claims priority to and the benefit of Japanese PatentApplication No. 2012-214713, filed on Sep. 27, 2012, the entire contentsof which are hereby incorporated by reference.

FIELD

Embodiments of the present disclosure relates to a server that providesa game, to a method of controlling a server, and to a program.

BACKGROUND

Conventionally, in a battle game server, each user's deck is formed by aplurality of battle cards or the like stored for each user, and thebattle game server allows a plurality of users to compete with eachother based on the total value of the attack strength and defensestrength of the deck (for example, see JP 2008-220984 A (PTL 1)). Insuch a battle game server, the user acquires a battle card by methodssuch as purchasing the battle card.

In a conventional battle game server, however, the methods for acquiringbattle cards and the like are limited, causing the user to lose interestin the game. In particular, since it is difficult to acquire a battlecard or the like with a high rarity value, the user ends up with theimpression that such an item cannot be acquired at all and suffers adrastic loss of interest in the game.

Exemplary embodiments of present disclosure have been conceived in lightof the above circumstances and therefore provides a server, a method ofcontrolling a server, and a program that can increase the variations onmethods for acquiring a battle card or the like and enhance interest inthe game.

SUMMARY

A server according to exemplary embodiments of the present disclosureincludes: a communication unit receiving, from a user, an item changerequest for changing first item data; a display for displaying, to theuser, a selection screen to display a plurality of options when thereception means receives the item change request; and a control unit andthe communication unit on the server for providing the user with seconditem data when a selected option on the selection screen is a correctanswer.

In the server, a rarity value of the second item data may be higher thana rarity value of the first item data.

When the selected option is not the correct answer, the server mayprovide the user with the first item data without changing the firstitem data.

The server may further receive an item change request for changing thesecond item data from the user and change item data a plurality oftimes.

The server may count the number of times the selected option is thecorrect answer, and when the number of times is at least a predeterminedvalue, may change the item data to item data with a higher rarity valuethan when the number of times is less than the predetermined value.

When the selected option is an incorrect answer, the server may providethe user with the item data after changing the item data to the firstitem data.

When the selected option is an incorrect answer, the server may providethe user with the item data after changing the item data to anypreviously changed item data.

A method, according to exemplary embodiments of the present disclosure,of controlling a server includes the steps of: receiving, from a user onan operation unit of a communication terminal, a request for changingfirst item data at a communication unit of the game server; displaying,to the user on a display unit of the communication terminal, a selectionscreen of data generated by a control unit of the game server thatdisplays a plurality of options from an item data table of a memory unitof the game server, when the request is received; and providing the userwith second item data when a selected option on the selection screen isa correct answer as determined by the control unit of the game serverbased on information stored in an option table in the memory unit.

In the method, a rarity value of the second item data may be higher thana rarity value of the first item data.

In the method, when the selected option is not the correct answer, theserver may provide the user with the first item data without changingthe first item data.

In the method, the server may further receive an item change request forchanging the second item data from the user and change item data aplurality of times.

In the method, the server may count the number of times the selectedoption is the correct answer, and when the number of times is at least apredetermined value, may change the item data to item data with a higherrarity value than when the number of times is less than thepredetermined value.

In the method, when the selected option is an incorrect answer, theserver may provide the user with the item data after changing the itemdata to the first item data.

In the method, when the selected option is an incorrect answer, theserver may provide the user with the item data after changing the itemdata to any previously changed item data.

A program or a computer-readable non-transitory recording mediumaccording to exemplary embodiments of the present disclosure causes acomputer functioning as a server to execute the steps of: receiving,from a user on a communication terminal, a request for changing firstitem data at a communication unit on a game server; displaying, to theuser on a display unit of the communication terminal, a selection screento display a plurality of options determined by a control unit on thegame server from data in an item data tables in a memory unit of thegame server when the request is received; and providing the user withsecond item data from an item information table in the memory unit ofthe game server when a selected option on the selection screen of thecommunication terminal is a correct answer as determined by the controlunit based on values stored in an option table of the memory unit.

In the program, a rarity value of the second item data may be higherthan a rarity value of the first item data.

In the program, when the selected option is not the correct answer, theserver may provide the user with the first item data without changingthe first item data.

In the program, the server may further receive an item change requestfor changing the second item data from the user and change item data aplurality of times.

In the program, the server may count the number of times the selectedoption is the correct answer, and when the number of times is at least apredetermined value, may change the item data to item data with a higherrarity value than when the number of times is less than thepredetermined value.

In the program, when the selected option is an incorrect answer, theserver may provide the user with the item data after changing the itemdata to the first item data.

In the program, when the selected option is an incorrect answer, theserver may provide the user with the item data after changing the itemdata to any previously changed item data.

A program and a computer-readable non-transitory recording mediumaccording to exemplary embodiments of the present disclosure causes acomputer functioning as a communication terminal of a user to executethe steps of: receiving, from the user, an item change request forchanging first item data; displaying, to the user, a selection screen todisplay a plurality of options when the item change request is receivedin the receiving step; and providing the user with second item data whena selected option on the selection screen is a correct answer.

The server, method of controlling a server, and program according to thepresent disclosure increase the variations on methods for acquiring abattle card or the like and enhance interest in the game.

BRIEF DESCRIPTION OF THE FIGURES

Exemplary embodiments of the present disclosure will be furtherdescribed below with reference to the accompanying drawings, wherein:

FIG. 1 is a block diagram of a communication system according toEmbodiment 1;

FIG. 2 is an example of an item information table in Embodiment 1;

FIG. 3 is an example of item data in Embodiment 1;

FIG. 4 is an example of an option table in Embodiment 1;

FIG. 5 is an example of a selection screen in Embodiment 1;

FIG. 6 is a flowchart illustrating operations of the communicationsystem according to Embodiment 1;

FIG. 7 is a block diagram of a communication system according toEmbodiment 2;

FIG. 8 is an example of a ranking table in Embodiment 2;

FIG. 9 is a flowchart illustrating operations of the communicationsystem according to Embodiment 2;

FIG. 10 is a block diagram of a communication system according toEmbodiment 3;

FIG. 11 is a flowchart illustrating operations of the communicationsystem according to Embodiment 3; and

FIG. 12 is another example of a selection screen.

DETAILED DESCRIPTION

The following describes embodiments of the present disclosure.

Embodiment 1

FIG. 1 is a block diagram of a communication system according toEmbodiment 1 of the present disclosure. The communication systemaccording to Embodiment 1 of the present disclosure includes a server 1(game server 1) and a communication terminal 2.

The game server 1 includes a communication unit 10, a memory unit 11,and a control unit 12.

The communication unit 10 communicates with a communication terminal 2over either or both of a wireless and wired connection.

The memory unit 11 stores information on items provided to thecommunication terminal 2 and on the item type. An “item” refers to anyof a variety of objects used within a game, such as battle cardsconstituting a user's deck, a character, a weapon, armor, an ornament, aplant, food, and the like. The item type is a numerical valuerepresenting the rarity value of the item, a numerical valuerepresenting the category of the item, or the like. Below, the item typeis described as being a numerical value representing the rarity value ofthe item, yet the item type is not limited in this way.

Specifically, the memory unit 11 stores this information by dividing theinformation among tables and sets of data. An item information table 111and an item data table 112 are stored in the memory unit 11. Asillustrated in FIG. 2, for example the item information table 111includes item identification information “UNI1”, an item name “item A”,and an item type “3”. The item identification information is anidentifier for uniquely identifying an item in the present system. Theitem type for example indicates the level of the rarity value of anitem. As the value of the item type is larger, the rarity value of theitem is higher.

The item data table 112 stores data related to items provided to theuser (item data). FIG. 3 illustrates an example of the item data table112. As illustrated in FIG. 3, the item data for example includes itemidentification information “UNI1”, an item image “item A image”, and thelike. The image data may be in any image format, such as JPEG, GIF, PNG,or the like.

The memory unit 11 stores information pertaining to options, describedbelow, as an option table 113.

The control unit 12 performs a variety of control pertaining to the gameserver 1. For example, upon receiving an item acquisition request fromthe communication terminal 2, the control unit 12 refers to the iteminformation table 111 in the memory unit 11 to extract and determine theitem data to transmit to the communication terminal 2. The control unit12 then transmits the item data to the communication terminal 2.Specifically, the control unit 12 refers to the item data table 112 andtransmits the item data (item image and the like) to the communicationterminal 2 via the communication unit 10.

For example, the control unit 12 refers to the item information table111, randomly extracts item identification information (for example,“UNI1 ”), and determines that the extracted item is the item to provideto the communication terminal 2. The control unit 12 then refers to theitem data table 112 and transmits the item data for the item to beprovided (first item data) to the communication terminal 2 via thecommunication unit 10.

Furthermore, upon receiving an item change request from thecommunication terminal 2, the control unit 12 generates selection screendata with a plurality of options that include a correct answer andtransmits the selection screen data to the communication terminal 2 viathe communication unit 10. The control unit 12 determines theinformation pertaining to the option that is the correct answer inadvance and stores the option table 113 in the memory unit 11. FIG. 4illustrates an example of the option table. As illustrated in FIG. 4,the option table 113 includes option identification information andcorrect/incorrect information corresponding to the options. The optionidentification information is an identifier for uniquely identifying anoption in the present system. The content of the option is informationindicating one of two values, “correct answer” or “incorrect answer”.FIG. 4 illustrates an example with two options, yet the number ofoptions may be three or more. FIG. 4 also illustrates an example inwhich there is only one correct answer, yet the number of correctanswers may also be any number that is two or more and is less than thetotal number of options. Based on the option table 113, the control unit12 generates the selection screen data to transmit to the communicationterminal 2.

FIG. 5 illustrates an example of a selection screen, displayed by thecommunication terminal 2, for which data is generated by the controlunit 12. The selection screen displayed in FIG. 5 is generated based onthe option table 113 and includes two options and one correct answer.For example, the option corresponding to the option identificationinformation “S001” is indicated by option image 131, and the optioncorresponding to the option identification information “S002” isindicated by option image 132. Option image 131 and option image 132 arepreferably an image of a vase. Hereinafter, the option image isdescribed as being a vase image. The option image 131 (vase image 131)and the option image 132 (vase image 132) are displayed with the sameimage, and a user looking at the images cannot tell which one is thecorrect answer. On the selection screen displayed on the communicationterminal 2, a visual effect is preferably applied so that the itembefore the change is stored inside the vase image, and also so that thevase images are shuffled.

The control unit 12 receives the option identification informationcorresponding to the option selected by user input from thecommunication terminal 2 via the communication unit 10. Specifically,the control unit 12 receives the option identification information(“S001” or “S002”) pertaining to the vase image corresponding to theoption from the communication terminal 2. The control unit 12 thenrefers to the option table 113 to judge whether the received optionidentification information is the correct answer.

When judging that the received option identification information is thecorrect answer, i.e. when the option selected by the user is the correctanswer, the control unit 12 changes the item data transmitted to thecommunication terminal 2 from the first item data to other item data(second item data). Specifically, the control unit 12 refers to the iteminformation table 111, randomly extracts item identification information(for example, “UNI4”), and determines that the extracted item data isthe second item data to transmit to the communication terminal 2. Basedon the value of the item type of the first item data, preferably thecontrol unit 12 randomly extracts item data with a higher value from theitem information table 111 and determines the extracted item data to bethe second item data. In other words, the control unit 12 determines thesecond item data so that the second item data after the change has ararity value higher than that of the first item data before the change.For example, if the item before the change is item A, the control unit12 randomly extracts an item for which the value of the item type isgreater than three from the item information table 111 and determinesthe item to be the second item data. A visual effect is preferablyapplied so that the other item after the change comes out from the vaseimage on the selection screen displayed by the communication terminal 2.

On the other hand, when the received option identification informationis an incorrect answer, i.e. when the option selected by the user is notthe correct answer, then without changing the item data, the controlunit 12 transmits the original item data, i.e. the first item data, tothe communication terminal 2. For example, if the first item data beforethe change is item A, then without changing the item data, the controlunit 12 provides the communication terminal 2 with item A.

The communication terminal 2 includes a communication unit 20, a displayunit 21, an operation unit 22, and a control unit 23.

The communication unit 20 communicates with the game server 1 overeither or both of a wireless and wired connection. Specifically, basedon user operation of the operation unit 22, the communication unit 20transmits an item acquisition request to the game server 1. Based onuser operation of the operation unit 22, the communication unit 20 alsotransmits an item change request to the game server 1. The communicationunit 20 also receives item data from the game server 1 in response tothe item acquisition request. Furthermore, the communication unit 20receives selection screen data from the game server 1 in response to theitem change request.

The display unit 21 is configured using a liquid crystal display, anorganic EL display, or the like and outputs display pertaining to thegame provided by the game server 1. For example, the display unit 21displays the item image pertaining to an item provided by the gameserver 1. The display unit 21 also displays a link or the like fortransmitting an item change request. The link includes a message such as“try to change an item” or “Choose the vase of growth and stick a cardin! If you pick out the real vase, your card will grow!”. The displayunit 21 also displays a selection screen in response to the item changerequest.

The operation unit 22 is configured using buttons, a touch panel, or thelike, and receives different types of input signals from the user duringthe game. For example, the operation unit 22 receives user input on theselection screen. The operation unit 22 transmits the selection signalreceived from the user to the control unit 23.

The control unit 23 performs a variety of control pertaining to thecommunication terminal 2. For example, based on user operation of theoperation unit 22, the control unit 23 transmits an item acquisitionrequest to the game server 1 via the communication unit 20. Based onuser operation of the operation unit 22, the control unit 23 alsotransmits an item change request to the game server 1 via thecommunication unit 20. Furthermore, the control unit 23 receives a userselection signal on the selection screen and transmits the optionidentification information that was selected by the user to the gameserver 1 via the communication unit 20.

Next, operations of the communication system according to Embodiment 1of the present disclosure are described using the flowchart in FIG. 6.

First, based on user operation of the operation unit 22, the controlunit 23 of the communication terminal 2 transmits an item acquisitionrequest to the game server 1 via the communication unit 20 (step S1).

Next, the control unit 12 of the game server 1 refers to the iteminformation table 111 in the memory unit 11 to extract and determine theitem to transmit to the communication terminal 2 (step S2). The controlunit 12 then transmits the item data pertaining to the item (first itemdata) to the communication terminal 2 (step S3). Specifically, thecontrol unit 12 refers to the item data table 112 and transmits the itemdata pertaining to the item to provide to the communication terminal 2via the communication unit 10.

Next, based on user operation of the operation unit 22, the control unit23 of the communication terminal 2 transmits an item change request tothe game server 1 via the communication unit 20 (step S4). In step S4,when the communication terminal 2 does not transmit an item changerequest, processing terminates without the item being changed.

Subsequently, upon receiving the item change request, the control unit12 of the game server 1 determines the information pertaining to theoption that is the correct answer and stores the information pertainingto the option that is the correct answer in the option table 113 in thememory unit 11 (step S5). The control unit 12 then generates selectionscreen data with a plurality of options that include a correct answerand transmits the selection screen data to the communication terminal 2via the communication unit 10 (step S6).

Subsequently, the control unit 23 of the communication terminal 2receives a user selection signal on the selection screen and transmitsthe option identification information that was selected by the user tothe game server 1 via the communication unit 20 (step S7).

Next, the control unit 12 of the game server 1 refers to the receivedoption identification information and option table 113 to judge whetheror not the option selected by the user is the correct answer (step S8).

When judging that the content of the option in the option identificationinformation is the correct answer, i.e. when judging that the optionselected by the user is the correct answer, the control unit 12 changesthe item data transmitted to the communication terminal 2 to differentitem data (second item data) (step S9). Specifically, the control unit12 refers to the item information table 111, randomly extracts itemidentification information (for example, “UNI4”), and determines thatthe item corresponding to the extracted item identification information(item D) is the other item, after the change, to provide to thecommunication terminal 2. Based on the value of the item type of theitem before the change, preferably the control unit 12 randomly extractsan item with a higher value from the item information table 111 anddetermines the extracted item to be the second item data.

The control unit 12 then transmits the item data to the communicationterminal 2 (step S10). Specifically, the control unit 12 refers to theitem data table 112 and transmits the item data pertaining to the itemto provide to the communication terminal 2 via the communication unit10. Processing then terminates.

On the other hand, when the control unit 12 judges in step S8 that thecontent of the option in the option identification information is notthe correct answer, i.e. when the control unit 12 judges that the optionselected by the user is an incorrect answer, processing skips step S9and proceeds to step S10. In this case, without the item data to betransmitted to the communication terminal 2 being changed, the originalitem data is transmitted to the communication terminal 2 in step S10,and processing terminates.

In this way, according to exemplary embodiments of the presentdisclosure, the communication terminal 2 transmits an item changerequest for an item that has been provided, the game server 1 transmitsselection screen data with a plurality of options that include a correctanswer in response to the item change request, and the item is changedin accordance with the option, thereby increasing the variations onmethods for acquiring an item. Furthermore, based on the value of theitem type of the item before the change, the control unit 12 preferablydetermines an item of higher value to be the other item, therebyincreasing the predictability of acquisition of an item with a highrarity value or the like and heightening interest in the game.

In the present embodiment, the option image is a vase image, yet theoption image is not limited to this example. The option image may be theimage of a lottery ticket used to select the correct answer.Alternatively, the option image may be a planter, the ground, or thelike in which a plant seed is planted, and when the correct answer isselected, a visual effect may be applied so that the option imagechanges to the image of a flower. The option image may also be an imageof a face down card, and a visual effect may be applied so that magicdust is sprinkled on the selected card, with the card turning into theitem after the change when the correct answer is selected. The user'sinterest in the game can be heightened by applying the above-describedeffects.

Embodiment 2

The following describes Embodiment 2 of the present disclosure. FIG. 7is a block diagram of a communication system according to Embodiment 2of the present disclosure. The same reference signs are provided for thesame components as in Embodiment 1, and a description thereof isomitted. Overall, the communication system in Embodiment 2 differs fromthe structure of Embodiment 1 in that, after the game server 1 transmitsthe second item data after the change, the communication terminal 2further transmits an item change request to change the second item data,and the item is changed multiple times in accordance with the number oftimes the correct answer is selected.

In addition to the structure of the memory unit 11 according toEmbodiment 1, the memory unit 11 of the game server 1 according toEmbodiment 2 stores information 114 on the number of correct answerselections and a ranking table 115. The information 114 on the number ofcorrect answer selections stores the number of times the correct answeris selected during the item change requests from the communicationterminal 2 (number of correct answer selections). The ranking table 115is a table indicating the relationship between the number of correctanswer selections and the item type of the other item after the change.

FIG. 8 illustrates an example of the ranking table 115. For example,when the number of correct answer selections is from 1 to 3, the itemtype is 3. On the other hand, when the number of correct answerselections is from 4 to 5, the item type is set higher to 4. The controlunit 12 refers to the information 114 on the number of correct answerselections and the ranking table 115 in the memory unit 11 and changesthe item data transmitted to the communication terminal 2 to other itemdata. Since the control unit 12 changes the item with reference to theranking table 115 illustrated in FIG. 8, when the number of correctanswer selections is at least a predetermined value, the control unit 12sets the other item after the change to be an item with a higher rarityvalue than when the number of correct answer selections is less than thepredetermined value.

Next, operations of the communication system according to Embodiment 2of the present disclosure are described using the flowchart in FIG. 9.The same reference signs are provided for the same operations as inEmbodiment 1, and a description thereof is omitted. In an initial state,the information 114 on the number of correct answer selections is resetto zero.

After steps S1 to S7, when judging in step S8 that the content of theoption in the option identification information is the correct answer,i.e. when judging that the option selected by the user is the correctanswer, the control unit 12 in the game server 1 of Embodiment 2increments the number of correct answer selections by one (step S21).The control unit 12 then changes the item data to transmit to thecommunication terminal 2 to other item data (step S22). At this time,the control unit 12 refers to the item information table 111, theinformation 114 on the number of correct answer selections, and theranking table 115 in the memory unit 11 to change the item provided tothe communication terminal 2 to another item.

Subsequently, processing returns to step S3, and the control unit 12transmits the other item data after the change. In other words, as longas the answer is correct in step S8, the communication terminal 2 canrepeatedly transmit an item change request to the game server 1 tochange the item repeatedly. In step S4, when the communication terminal2 does not transmit an item change request, processing terminateswithout the item being changed.

On the other hand, when judging in step S8 that the content of theoption in the option identification information is not the correctanswer, i.e. when judging that the option selected by the user is anincorrect answer, the control unit 12 restores the item data to betransmitted to the initial item data before the item change (i.e. to thefirst item data) and transmits the restored first item data (step S23).Processing then terminates.

According to the communication system in Embodiment 2, after the gameserver 1 has transmitted the second item data after the change, thecommunication terminal 2 further transmits an item change request tochange the second item data, and the item data is changed multipletimes, thus allowing for an increase in the variations on methods foracquiring battle cards and the like. Furthermore, by using the rankingtable 115, the item changes to a higher rarity value as the number ofcorrect answer selections increases, thereby increasing thepredictability of acquisition of a card or other item with a high rarityvalue or the like and heightening interest in the game.

In step S23 above, the control unit 12 restores the item to be providedto the initial item before the item change, yet processing is notlimited to this example. The control unit 12 may instead change the itemdata to be transmitted to any other previously changed item data. Inother words, when the correct answer has been selected multiple times inthe past, resulting in multiple item changes, then the item may bechanged to any of the items after previous changes. When the user of thecommunication terminal 2 has a predetermined item, the control unit 12preferably changes the item to the immediately previous changed item.

Embodiment 3

The following describes Embodiment 3 of the present disclosure. FIG. 10is a block diagram illustrating the structure of a communication systemaccording to Embodiment 2 of the present disclosure. The same referencesigns are provided for the same components as in Embodiment 1, and adescription thereof is omitted. Overall, the communication system inEmbodiment 3 differs from the structure of Embodiment 1 in that, uponreceiving an item change request, the game server 1 transmits selectionscreen data with a plurality of options that include a correct answer tothe communication terminal 2 a predetermined number of times and thenchanges the item data based on the number of correct answer selectionsthat are made.

In addition to the structure of the memory unit 11 according toEmbodiment 1, the memory unit 11 of the game server 1 according toEmbodiment 3 further stores information 114 on the number of correctanswer selections and information 116 on the number of attempts. Theinformation 114 on the number of correct answer selections has the samestructure as in Embodiment 2. Therefore, the same reference sign isused, and a description is omitted. The information 116 on the number ofattempts is information on the number of times the game server 1 hasreceived an item change request from the communication terminal 2.

Based on the information 116 on the number of attempts, the control unit12 according to Embodiment 3 judges whether the number of attempts hasreached a predetermined number. When the number of attempts has reacheda predetermined number, the control unit 12 refers to the iteminformation table 111 and the information 114 on the number of correctanswer selections in the memory unit 11 and changes the item data to betransmitted to the communication terminal 2 to the second item data.

Next, operations of the communication system according to Embodiment 3of the present disclosure are described using the flowchart in FIG. 11.The same reference signs are provided for the same operations as inEmbodiments 1 and 2, and a description thereof is omitted. In an initialstate, the information 114 on the number of correct answer selectionsand the information 116 on the number of attempts are both reset tozero.

After steps S1 to S4, upon receiving an item change request, the controlunit 12 in the game server 1 of Embodiment 3 increments the information116 on the number of attempts in the memory unit 11 by one (step S31).The subsequent steps S5 to S8 are the same as the operations inEmbodiment 1.

When the control unit 12 judges in step S8 that the content of theoption in the option identification information is the correct answer,i.e. when the control unit 12 judges that the option selected by theuser is the correct answer, the control unit 12 increments theinformation on the number of correct answer selections by one (stepS32). When the control unit 12 judges in step S8 that the content of theoption in the option identification information is not the correctanswer, i.e. when the control unit 12 judges that the option selected bythe user is an incorrect answer, processing skips step S32 and proceedsto step S33.

The control unit 12 then judges whether the information 116 on thenumber of attempts has reached a predetermined number (step S33). Whenthe number of attempts is judged to have reached a predetermined number,processing proceeds to step S34. When the number of attempts is judgedto be less than a predetermined number, processing returns to step S31.

When the number of correct answer selections is judged to be apredetermined number in step S33, the control unit 12 refers to theinformation 114 on the number of correct answer selections to judgewhether the number of correct answer selections is at least apredetermined number (step S34). When judging that the number of correctanswer selections is at least a predetermined number, the control unit12 then changes the item data to be transmitted to the communicationterminal 2 to the second item data (step S35) and transmits the seconditem data to the communication terminal 2 (step S36). Processing thenterminates. Conversely, when the number of correct answer selections isjudged to be less than a predetermined number, processing skips step S35and proceeds to step S36. In other words, in this case, without changingthe item data to be transmitted to the communication terminal 2, thecontrol unit 12 transmits the first item data. Processing thenterminates.

According to the communication system in Embodiment 3, upon receiving anitem change request, the game server 1 transmits selection screen datawith a plurality of options that include a correct answer to thecommunication terminal 2 multiple times and changes the item based onthe number of correct answer selections, thus allowing for an increasein the variations on methods for acquiring battle cards and the like.

In step S38, when the number of correct answer selections is at least apredetermined number, the control unit 12 changes the item data to betransmitted to the communication terminal 2 to the second item data, yetalternatively, as the number of correct answer selections is higher, thecontrol unit 12 may change the item data to second item data with ahigher rarity value. This approach increases the predictability ofacquisition of a card or other item with a high rarity value or the likeand heightens interest in the game.

In Embodiments 1 to 3, the game server 1 may have a mode that, inresponse to instruction information from the communication terminal 2,allows for the correct answer to be distinguishable among the options onthe selection screen. This instruction information is only allowed to betransmitted to the game server 1 when the user of the communicationterminal 2 has a predetermined item. FIG. 12 illustrates an example of aselection screen in this mode. As illustrated in FIG. 12, in this mode,the user can distinguish which option image is the correct answer. Thepredetermined item is preferably only useable a predetermined number oftimes.

A computer is preferably used to function as the communication terminal2. A program containing the processing for achieving the functions ofthe communication terminal 2 is stored in the memory unit of thecomputer, and the functions are achieved by the central processing unit(CPU) of the computer reading and executing the program.

In Embodiments 1 to 3, the game server 1 stores the item informationtable 111, item data table 112, and option table 113, yet the presentdisclosure is not limited to this configuration. For example, both thegame server 1 and the communication terminal 2 may store each of theitem information table 111, item data table 112, and option table 113.Furthermore, considering the performance of the game server 1 and thecommunication terminal 2, as well as the load for game processing,either one of the game server 1 and the communication terminal 2 maystore all three of the item information table 111, item data table 112,and option table 113.

In Embodiments 1 to 3, the game server 1 and the communication terminal2 communicate and execute processing, yet alternatively, thecommunication terminal 2, for example, may execute processingindependently. For example, the communication terminal 2 may beconfigured to include the same functions as the memory unit 11 andcontrol unit 12 of the game server 1.

Although exemplary embodiments of the present disclosure has beendescribed based on drawings and examples, it is to be noted that variouschanges and modifications will be apparent to those skilled in the artbased on the present disclosure. Therefore, such changes andmodifications are to be understood as included within the scope of thepresent disclosure. For example, the functions and the like included inthe various means and steps may be reordered in any logically consistentway. Furthermore, means or steps may be combined into one or divided.

What is claimed is:
 1. A game server comprising: a control unit; acommunication unit; a memory unit; reception means configured toreceive, in the communication unit, from a user, an item acquisitionrequest; and provision means for providing the user with item data on acommunication terminal, said provision means being configured torandomly select, from a plurality of item options, first item data, andprovide the user with the first item data, said first item data beingstored in the memory unit; wherein the reception means is furtherconfigured to receive, from the communication terminal, after the useris randomly provided with the first item data from the plurality of itemoptions, a request for changing the first item data in the memory unit;and wherein the provision means is configured to provide the user withsecond item data when a selected option on a selection screen providedto the communication terminal satisfies a predetermined condition. 2.The game server according to claim 1, wherein a rarity value of thesecond item data is higher than a rarity value of the first item data inan item information table in the memory unit.
 3. The game serveraccording to claim 2, wherein the game server is configured to refer toan item information table having rarity information for the first itemdata, and is configured to randomly select, from a portion of the iteminformation table associated with higher rarity than the rarityinformation of the first item data, the second item data.
 4. The gameserver according to claim 1, wherein, when the selected option does notsatisfy the predetermined condition, said predetermined condition beinga condition of being a correct answer based on values in an optiontable, the game server is configured to provide the user with the firstitem data and not to provide the user with the second item data.
 5. Thegame server according to claim 1, wherein the predetermined condition isa condition of a number of times a correct answer is selected without anincorrect answer being selected, and wherein the game server isconfigured to provide the user with different second item data inaccordance with the number of times the correct answer is selectedwithout the incorrect answer being selected.
 6. The game serveraccording to claim 5, wherein the game server is configured to changethe second item data to previous second item data when an incorrectanswer is selected.
 7. The game server according to claim 1, wherein thepredetermined condition is a condition of a number of times a correctanswer is selected, and wherein the game server is configured to providethe user with different second item data in accordance with the numberof times the correct answer is selected upon a number of attemptsreaching a predetermined number.
 8. The game server according to claim1, wherein the reception means is further configured to receive, in thecommunication unit, from the user, a correct answer mode requestassociated with a predetermined item associated with the user; andwherein the game server is configured to, in response to the correctanswer mode request associated with the predetermined item, update theselection screen to indicate an option satisfying a predeterminedcondition to the user.
 9. The game server according to claim 8, whereinthe predetermined item is associated with a predetermined number ofcorrect answer mode requests and is limited to being usable for saidpredetermined number of times.
 10. The game server of claim 1, whereinthe provision means is configured to change the first item data to thesecond item data.
 11. The game server of claim 10, wherein the provisionmeans is configured to change the first item data directly to the seconditem data.
 12. The game server of claim 10, wherein the provision meansis configured to change the first item data multiple times.
 13. A methodof controlling a game server, comprising: receiving, from a user on anoperation unit of a communication terminal, an item acquisition request;randomly selecting, on the game server, from a plurality of itemoptions, first item data, and providing the user with the first itemdata on the communication terminal, said first item data being stored ina memory unit of the game server; after a step of providing the userwith the first item data on the communication terminal, receiving, fromthe user on the operation unit of the communication terminal, a requestfor changing the first item data in the memory unit; and providing theuser with second item data on the communication terminal when a selectedoption on a selection screen provided to the communication terminalsatisfies a predetermined condition.
 14. A computer-readablenon-transitory recording medium having recorded thereon instructions tobe executed by a computer, the instructions causing the computer toexecute the steps of: receiving, from a user on an operation unit of acommunication terminal, an item acquisition request; randomly selecting,on the computer, from a plurality of item options, first item data, andproviding the user with the first item data on the communicationterminal, said first item data being stored in a memory unit of thecomputer; after a step of providing the user with the first item data onthe communication terminal, receiving, from the user on the operationunit of the communication terminal, a request for changing the firstitem data in the memory unit; and providing the user with second itemdata on the communication terminal when a selected option on a selectionscreen provided to the communication terminal satisfies a predeterminedcondition.